Advertising

'Lock On: Modern Air Combat' - Update Patch Available NOW

Ubisoft has released a new patch for The Fighter Collection's Lock On: Modern Air Combat and adds new missions, gameplay modes, network & performance improvements, bug fixes, etc. Read more for download links ...

NOTE: please make sure you install the right patch for your version of Lock On as two configurations are available - one to update from V1.0 to V1.02 and another to update from V1.01 to V1.02. Files name: LockOnPatch1.00To1.02.exe, LockOnPatch1.01To1.02.exe

This is the second patch for Lock On: Modern Air Combat and is designed to address many of the bugs identified following the release of the V1.01 patch. This patch has enhanced the game by providing better performance and stability and enhanced or added additional features.

IMPORTANT: Please take a look at the Read Me file for a list of updates and fixes. There are many changes to Lock On as a result of this patch and the Read Me file will provide you with detailed information. You will have to re-set your graphics options and re-configure your input devices following installation of this patch. Several key commands have changed and are noted in the revised KeyCommands.doc that is installed to the /Doc sub-directory.

Summary of Changes:

Enhances Radar Warning Receiver functions

Added Mission Goal/Score/Status Window for both Single and Multi-player

Windows 98 and Windows ME support greatly improved. However, please note that users using these operating systems may encounter instability if they use the AWACS view (F10) and then cycle between the F1 and F2 views.

Track to AVI tool is now working correctly. AVI files will be saved in the Movies folder.

The damage model for the Su-33 has been corrected.

Corrected target loss problems for some air defense complexes such as S-300PS and Patriot.

HAWK and KUB SAM missiles will NOT fly into the ground shortly after launch, when engaging low-altitude targets.

Missiles fired by Perry-class ships will NOT fly into the sea shortly after launch, when engaging a low-altitude target.

Antiradar missiles cannot lock onto Strela SAMs because this system has no radar now.

Player can now not view Hide lists for a mission that has been classified.

Player can now change payload of his or her aircraft in Campaigns and classified Single Missions. This is only true for the player, not wingmen.

After exiting a training mission, the player now returns to the training mission selection screen.

External fuel tanks now add weight to the aircraft.

Corrected flight behavior of A-10 and Su-25 at low speed and AoA > 30. This fixes the odd flight behavior exhibited during a tail-slide maneuver.

Removed first delay in A-10 bomb dropping when ripple interval > 1.

Corrected jumps of general visibility in Meteo selection.

AI will now go out to less range (8 km) when re-engaging a target with bombs/CBUs.

AI will now pop up to 500 m when attacking with gun or rockets.

MiG-23 and MiG-27 will not destroy themselves when attacking with gun or rockets.

Corrected A-10A pitch ladder so that it will not climb as the aircraft rolls.

Reduced radar look-down range reduction for F-15C.

Removed A-10A TVV on HUD when it is inside CCIP or gun/rocket pipper.

Removed F-15C bank and steering indicator on HUD when in air-to-air mode.

Increased padlock field of view angles.

Corrected the lack of green radar zone triangle on Russian Head Down Display (HDD) when an AWACS is in the mission.

Adjusted the aircraft reaction to small rudder inputs.

S-3A and S-3R now will fold their wings during taxiing.

Player can now switch between cockpits of flyable aircraft (Alt-j).

NyMax (maximum G) has been increased up to 9G for Su-27, Su-33 and Mig-29.

Missile ranges. Players should understand that due to a variety of factors, actual missile ranges can be far less than maximum ranges stated in various media. Two large factors include:

1- Target aspect. If the target is flying towards you, your acceptable launch range will be far greater than a target flying away from your or perpendicular to you. When the target is flying towards you, the target is thus flying to the missile and greatly increasing the range at which the shot can first be taken. If however the target turns away after the shot is taken, the missile may not have the energy to reach the target. This is particularly true when taking a shot at long range.

2- Altitude. The altitude of you and the target can be a significant factor in range. At lower altitudes, the air is much thicker and induces a great amount of drag on the missile. After a few seconds missile of motor burn at launch, most air-to-air missiles coast the remaining distance to reach the target. If flying through the thick air of lower altitudes, the range at which the missile can reach is far shorter then when launched at high altitude. The difference between a shot taken at 5,000 feet and 30,000 feet is dramatic.

ECM effect. If flying the F-15C and trying to acquire a target on radar, this will be difficult if the target is employing Electronic Counter Measures (ECM). Please note that some aircraft and have internal jammers and not just ECM pods. If the target is employing ECM, you will likely not attain a radar track on the target until under 10 nm. The Russian ECM systems are very effective. To combat this, the F-15C can take advantage of the Home On Jam (HOJ) launch mode. This can be used with both the AIM-7 and AIM-120. Simply lock the TDC cursor on the jamming strobe on the VSD to lock. Once fired, the missile will automatically home in on the target as long as the ECM is active. This can be very effective.

--- Game Credit ---

The photographer for the loading screen of the F-15C on the stands is Erwin Ross.